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Creating Great Gaming Experiences for All Ages
By Scott Nicholson
Table of Contents
Acknowledgments
Introduction
PART 1: Introduction to Games in the Library
Chapter One: Games and the Library's Mission
- "What Do Games Have to Do With Books?"
Chapter Two: Games Versus Gaming Experiences
- The Game Market
- Focusing on One Game
- The Game Versus the Gaming Experience
- Questions to Consider for the Gaming Experience
- Games in Collections Versus Gaming in Programs
Chapter Three: A Conceptual Model of the Library Gaming Experience
- Model of the Library Gaming Experience
- Gaming Experience Archetypes
PART 2: The Five Gaming Experience Archetypes
Chapter Four: Knowledge Gaming Experiences
- Environment
- Educational Games
- Game Show, Trivia, and Party Games
- Word Games
- Big Games
- Demographics
- Library Goals
Chapter Five: Strategy Gaming Experiences
- Environment
- Abstract Strategy Games
- Mechanics-Based Board Games
- War Games
- Card Games
- Collectible Card Games
- Digital Games
- Demographics
- Library Goals
Chapter Six: Action Gaming Experiences
- Environment
- Digital Games
- Analog Dexterity Games
- Big Games
- Demographics
- Library Goals
Chapter Seven: Narrative Gaming Experiences
- Environment
- Analog Role-Playing Games
- Digital Role-Playing Games
- Narrative Strategy Board Games
- Big Games
- Demographics
- Library Goals
Chapter Eight: Social Gaming Experiences
- Environment
- Party Games
- Strategy Games
- Digital Games
- Casino Games
- Big Games
- Demographics
- Library Goals
PART 3: Putting It All Together
Chapter Nine: Planning the Gaming Experience
- Determining Goals
- Determining the Audience
- Matching Goals and Audience to Archetypes
- Selecting Specific Games
- Creating Games
Chapter Ten: Facilitating the Gaming Experience
- Preparing the Games
- Preparing the Space
- Preparing the Volunteers and Staff
- Facilitating the Experience
- Limiting the Choices
- Putting It All Together
Chapter Eleven: Marketing and Partnerships
- Reaching Out to Existing Patrons
- Understanding Gamers
- Marketing to Gamers
- Holding a Regular Gaming Activity
- Developing a Structure
- Bringing in the Press
- Partnering With Local Game Shops
- Partnering With Clubs
- Engaging Volunteers
Chapter Twelve: Assessment and Justification
- Determining What to Measure
- Using Measurements to Evaluate
- Justifying Gaming
Chapter Thirteen: Keeping Up and Focusing on the Fun
- Staying on Top of Gaming
- Finding Reviews
- Keeping the Programs Running
- Considering Legal Issues
- Conclusion
About the Author
Index
Back to Everyone Plays at the Library.
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